HDog Ace Access Build 0.801 (Gamma-Ray)
New Stuff
- Added 8 new boss encounters
- Bosses are now randomly selected per zone, early zones have larger boss pools for more early game variety
- Some bosses can now only appear in certain zones (Missile Base can only appear in the lonely desert for example)
- Previous bosses are now in the boss pool for zone 1
- Zone 1 also got one new unique boss (only appears at the volcanic shores)
- Added many new boss mechanics unique to certain bosses
- Added a forth zone, the underground command system
- Added custom husks for all new bosses
- Added a universal system for boss death bloom, large bosses die more consistently now
- Added six new themes to the soundtrack (used for specific zones and bosses)
- Added placeholders for the title theme and the final boss theme
- New enemy mechanic: EMP Shots, disable player jumps, weapons and shields for a few seconds
- New enemy type: SRM Storage Balloons (basically a money pinata)
- New enemy type: Anti Matter Storage Balloons (the explosive barrel of air combat)
- New enemy type: Shield Unit, does nothing except blocking shots
- New enemy attachment: Mobile Shield Generator, projects a angular shield which it tries to direct towards the player
Adjustments/Balancing
- On death, most Bosses now destroy all bullets/explosions on screen (much how the DMZ Field active works)
- Lasers no longer damage shields, but still pierce them and damage things behind/within them
- EMP shots (player/enemy) and emp explosions now deal bonus damage to shields of any kind (player/enemy)
- Melee weapons now have damage multipliers against massive enemies (most ground enemies and large bosses). The more unwieldy the weapon the higher the bonus (up to x3).
- Damaging enemy death explosions are no longer instant, they create a danger mark instead that explodes with a tiny delay
- Piercing Ammo now also increases player armor penetration (less damage reduction against armored enemies)
- Most flare launch abilities (player/enemy) now launch larger flares that break up into smaller flares later
- Flare carrying enemies will now notice if the player is firing homing shots other than homing missiles and deploy flares accordingly
- Enemies can now be immune to radiation, damage cascade and sticky explosives (applies mainly to enemy shields and some bosses)
- Added rising pitch to player firing sound
- Boss HP Bars adjust their lengths less rigidly now
- DMZ Field now obliterates nearby enemy shields
- Explosion damage and collision damage is now affected by enemy armor
- Added some new hidden synergies between items
- The camera will trail ahead a little further while boosting now
- While stalling, the camera will now detect gravity and trail ahead of you towards the bottom
- Camera goes into ground mode earlier (higher) now
- While boosting near the ground or near the top clouds, the camera will trail ahead significantly further on the x axis now
- Added a couple new sound effects to signal special enemy actions/attacks (boss power up, boss launching adds, boss jumping in/out, EMP shots, heavy attacks)
- The photon shot spawning sound is now closer to the sound used by enemy beams
- Enemy lasers and photon shots now have slightly more pronounced angular attack tells
- Added custom attack tell for enemy EMP shots
- Enemy Auto Turrets now have limited angular attack tells
- Enemy Beams now have even more obvious attack tells
- Made hostile homing missiles tracking slightly more economic
- Enemy death marks now have more varied starting sizes, depending on enemy threat
- Shot displacer now also displaces player muzzle flash
- Strafe and reverse thrust top speed is now lower than your boost top speed (2/3)
- Weapons now animate when selected on the pause screen, showing their fire behavior/melee combo/charge behavior
- Optimized how bullet casing gravity is handled
- Weapon casings are now affected by damaging explosions
- Lowered Tier 3 fighter shot speed, health, burst count and col damage
- Tier 3 Fighters use their homing missile a little more liberally now
- Toned down late game enemy health
- Mace, Hammer and Maw deal more damage now
- Naval Destroyers deal less collision damage now
- Gunship Hangar has more armor now and spawns gunships faster
- Added a global limit on float text size
- Toned down boss combat chatter frequency a bit
- Enemy targeting mark is used more sparsely now and only appears if you are not close to any enemies
- Experimental: All player melee weapons now allow to deflect enemy projectiles, but only katanas and the bat allow for directed deflects
- Artillery active charges faster now
- Artillery active danger marks explode faster and deal more explosion damage now
- Carrier boss popped a chill pill and spawns adds a little less relentless again
- Switching to mouse aim now moves the mouse cursor to a position in front of your jet
- Hyperspace Heatsink jump time penalty reduced
- Nerfed G-Link Ammo and Smart Ammo a bit
- Added custom floating islands for ruins zone
- Ruin zone props now have a green outline
Bug Fixes
- Fixed all hostiles with heart drop chance never dropping half hearts on death (oops)
- Fixed some situations in which float text would display 0 damage
- Fixed some problems preventing Photon Juggler Drones from acting
- Fixed hp being hidden in subsequent runs after acquiring Love passive
- Fixed poison explosions changing hostiles to the wrong color
- Fixed bottom-mounted scatter turrets not attacking correctly
- Fixed some enemies not being affected by nuclear deterrence
- Fixed many inconsistencies on Scatter Turret and Missile VLS hatch behavior
- Fixed dodge-jumping adding some upward force if the player wasn't boosting before jumps
- Fixed a bug where enemies hit by the same shot/strike would be affected by other enemies damage resistance
- Fixed some props spawning too close to the player entry point at the start of boss fights
- Fixed Vertice Shield being spawned in the wrong color when picked up
- Fixed Nuke active nuking the game when used against some bosses/large enemy clusters
- Fixed counterdirectional boosting not taking effect if the player is already above top speed
- Fixed a bug where very early Bountyhunter Database targets might not yield any bonus srm
- Fixed player Flock Drones being affected by global enemy modifiers (Orbital Support: Nanophage etc)
- Fixed successfully defeating the nuke boss not giving the regular free reward chest
- Fixed repeatedly breaking your melee weapon against dense enemies accelerating the player beyond top speed
- Fixed Grav Link Ammo displaying the wrong targeting cursor
- Fixed night vision affecting intermissions chest opening explosions
- Fixed Missile Base boss sometimes spawning surrounded by props from the Volcanic Shores zone
- Fixed player being able to waste certain actives by activating them during a dodge jump
- Fixed going into wave jumps while moving at certain angles allowing to see out of bounds
- Fixed missing frames on mace weapon crush animation
- Fixed Flak Ammo not affecting Infrared Pulse Laser (?)
- Fixed some inconsistencies concerning active charge bar scaling
- Fixed normal homing missiles detonating when colliding with player during jumps